What does this suggestion change/add/remove:
This changes raiding to making sure that roleplay does not stop every 45 minutes by CI raids, it just changes MTF reqs from this:
CI raiding rules changes from:
As for foundation, lot of suggetions before me wanted to hard limit CI raiding to the point of "Hard Nerf". I just doing the best "Middle ground" way best i can do.
As for UNGOC, from this:
The reason why UNGOC does not have limit on their raiding party on foundation is due the fact they are small and not "high manpower-ish" and very roleplay based so they get free pass from me (no UNGOC bias).
Also i almost forgoten about foundation raiding changes, from this:
Also small change on 008 raiding for CI, from this:
Also the reason why FSGT+/Delta+ for UNGOC/CI is due needing leader during the raid, least a SNCO one who will become CO soon.
Wow big list i made heh.
Has something similar been suggested before? If so, why is your suggestion different?:
I would not say fully "suggested before" but "inspired" to make it least middle grounded:
Possible Positives of the suggestion (At least 2):
-CI will not raid on late low pop / early pop that much
-Gives Foundation more time roleplay
-Makes some foundation mains / players happy
-Good step for the server
Possible Negatives of the suggestion:
-CI mains / players will be mad at it
-Huge Change for the raiding rules for past 2-3 years
-Will need trial phase for sure
-CI would hop on CL3+ Foundation Combative jobs to take the screenshot and start the raid (US only as i far know)
Based on the Positives & Negatives, why should this suggestion be accepted:
"So why this suggetion should be accepted?"
Well, many people tried to fix the CI problem that was from the start of the server life. Many of them were Good, Bad and Troll-ish but all of them wanted to hard limt or hard nerf the CI raiding to make it a "Roleplay Faction on Roleplaying Only Server".
Each suggetion that wanted to limit CI got attacked by "-Support CI warriors" to defend their CI Status Quo and their PVP Style but. No one tried to make a middle ground, a balance of power (least) between CI and Foundation, also UNGOC but who cares about their raiding heh?
So i understand i will get hate from CI players and people who saw my last suggetion (the most downvoted one.) but why not give it a try?
Note: Main thing about this suggetion is 10+ CL3+ Foundation Combative, in my opinion its a huge change for the server.
This changes raiding to making sure that roleplay does not stop every 45 minutes by CI raids, it just changes MTF reqs from this:
To this:3.01(a) Raiding Requirements - There must be 4 MTF/UNGOC/CI combat personnel to raid or infiltrate (Including Deep Cover) either bases. Exceptions are made if a member of your faction is kidnapped, in which case you can skip the raid cooldown to retrieve those kidnapped; this will count as a normal raid; you may not purposely abuse this to bypass raid functionality; after a raid fails, you may only negotiate.
3.01(b) - Additionally, a maximum of 2 out of the 4 required MTF for the Foundation to be raided may be Clearance Level 4 members of Dpt. Of External Affairs.
This will start to show my suggetion of the raiding changes. Remember "10 CL3+" and number "5".3.01(a) Raiding Requirements - There must be least 10 CL3+ Foundation / 5 UNGOC/CI combat personnel to raid or infiltrate (Including Deep Cover) either bases. Exceptions are made if a member of your faction is kidnapped, in which case you can skip the raid cooldown to retrieve those kidnapped; this will count as a normal raid; you may not purposely abuse this to bypass raid functionality; after a raid fails, you may only negotiate.
CI raiding rules changes from:
To this:3.02(a) Chaos Main Raid - CI can raid the facility or UNGOC base when authorized by a CO, once every 45 minutes. A raid starts once CI breaches the fenced off area on both bases or through the foundation vents. Only 8 CI may enter the vents on the foundation base. Once personnel raiding the base die they cannot return. A raid ends when all CI are dead; timers begin counting down once a raid has ended.
3.02(b) Chaos Deep Cover Cooldown- CI Deep Cover may only raid every 30 minutes. If the Deep Cover job is used in the main raid the Deep Cover raid cooldown is used and the player must wait out the remaining time.
3.02(c) Chaos Deep Cover - Chaos Insurgency deep cover may only enter the facility or UNGOC base when authorised by a Chaos Commanding Officer. Entering either as a deep cover requires valid reasoning, e.g., A member of chaos has recovered a foundation keycard, allowing the deep cover to enter and retrieve files. Deep Cover may not re-enter either location after death unless a separate infiltration mission is approved by a CO after cooldown.
The reason why i did it to rise by one and add the needing of least one "Last NCO Rank+" to be on for least some defenise / roleplaying.3.02(a) Chaos Main Raid - CI can raid the facility or UNGOC base when authorized by a CO, once every 45 minutes. A raid starts once CI breaches the fenced off area on both bases or through the foundation vents. Only 8 CI may enter the vents on the foundation base. Once personnel raiding the base die they cannot return. A raid ends when all CI are dead; timers begin counting down once a raid has ended.
3.02(b) Chaos Deep Cover Cooldown- CI Deep Cover may only raid every 30 minutes. If the Deep Cover job is used in the main raid the Deep Cover raid cooldown is used and the player must wait out the remaining time.
3.02(c) Chaos Deep Cover - Chaos Insurgency deep cover may only enter the facility or UNGOC base when authorised by a Chaos Commanding Officer. Entering either as a deep cover requires valid reasoning, e.g., A member of chaos has recovered a foundation keycard, allowing the deep cover to enter and retrieve files. Deep Cover may not re-enter either location after death unless a separate infiltration mission is approved by a CO after cooldown.
3.02(d) Raiding on UNGOC Base - There must be least 5 UNGOC Combat Personnel. One UNGOC Combat Personnel must be of rank FSGT+.
3.02(d) Limit of CI raiding party - At 10 CL3+ Combat Foundation Combat Personnel, CI is allowed to do Deep Cover and Main raid but with only 2 CI members, Every third Foundation Combat Personnel of CL3+ is on. One more CI members is allowed to join the Main Raid Party (For ex. If 19 CL3+ Foundation Combat Personnel then 5 CI members are allowed to Main Raid). If there are 35+ CL3+ Foundation Combat Personnel on, then CI are allowed to raid with all their members. This rule only counts to Foundation Main Raiding.
As for foundation, lot of suggetions before me wanted to hard limit CI raiding to the point of "Hard Nerf". I just doing the best "Middle ground" way best i can do.
As for UNGOC, from this:
To This:3.04(a) GOC Raiding Foundation- The UNGOC may not raid the Foundation base unless approved by a UNGOC LT+ with justified reasoning, except that Assessment Team operatives may enter for espionage once every 45 minutes; with normal raids being one hour.
3.04(b) GOC Raiding Chaos- The UNGOC may not raid the Chaos Insurgency unless approved by a UNGOC LT+, with a cooldown of one hour, as well as, Assessment Team Operatives may enter for espionage once every 45 minutes with approval from a UNGOC LT+.
Just small change taken from CI raiding on UNGOC.3.04(a) GOC Raiding Foundation- The UNGOC may not raid the Foundation base unless approved by a UNGOC LT+ with justified reasoning, except that Assessment Team operatives may enter for espionage once every 45 minutes; with normal raids being one hour.
3.04(b) GOC Raiding Chaos- The UNGOC may not raid the Chaos Insurgency unless approved by a UNGOC LT+, with a cooldown of one hour, as well as, Assessment Team Operatives may enter for espionage once every 45 minutes with approval from a UNGOC LT+. There must be least 5 CI Combat Personnel on. One CI Combat Personnel must be least of rank Delta+
The reason why UNGOC does not have limit on their raiding party on foundation is due the fact they are small and not "high manpower-ish" and very roleplay based so they get free pass from me (no UNGOC bias).
Also i almost forgoten about foundation raiding changes, from this:
To this:3.03(a) Foundation Main Raid - Foundation MTF personnel can raid the CI and UNGOC Base when authorised by a MTF Captain+, External Affairs Special Agent+, or Site Administration e.g (O5, Ethics, Site Director/Advisor). They may raid once every hour. A raid starts once foundation personnel have started hacking the entrance of the CI or UNGOC base.
3.03(b) Foundation Infiltration Cooldown - Foundation DEA may only do a infiltration raid every 45 minutes, with a maximum of 3 disguised persons.
3.03(c) Foundation DEA Infiltrations - Foundation DEA may only enter the CI Base or UNGOC base when authorised by a DEA Special Agent or Nu7 Captain+. Entering for an infiltration raid requires valid reasoning, e.g., A member of foundation has recovered a chaos keycard, allowing the them to enter and retrieve files. Once all participants die or leave the raid location, a 45 minute cooldown starts for infiltrations.
Once personnel raiding the base die, they cannot return. A raid ends when all Foundation personnel are dead; timers begin counting down once a raid has ended.
Just added DEA more manpower to use (4) and gave the 5 to foundation also.3.03(a) Foundation Main Raid - Foundation MTF personnel can raid the CI and UNGOC Base when authorised by a MTF Captain+, External Affairs Special Agent+, or Site Administration e.g (O5, Ethics, Site Director/Advisor). They may raid once every hour. A raid starts once foundation personnel have started hacking the entrance of the CI or UNGOC base.
3.03(b) Foundation Infiltration Cooldown - Foundation DEA may only do a infiltration raid every 45 minutes, with a maximum of 4 disguised persons.
3.03(c) Foundation DEA Infiltrations - Foundation DEA may only enter the CI Base or UNGOC base when authorised by a DEA Special Agent or Nu7 Captain+. Entering for an infiltration raid requires valid reasoning, e.g., A member of foundation has recovered a chaos keycard, allowing the them to enter and retrieve files. Once all participants die or leave the raid location, a 45 minute cooldown starts for infiltrations.
3.03(d) Raiding on CI / UNGOC Base - There must be least 5 UNGOC/CI Combat Personnel on to raid UNGOC/CI Base. One UNGOC/CI Combat Personnel Must be rank of FSGT+/Delta+
Once personnel raiding the base die, they cannot return. A raid ends when all Foundation personnel are dead; timers begin counting down once a raid has ended.
Also small change on 008 raiding for CI, from this:
To this:
- To breach SCP-008, there must be at least 12 MTF units active
To make sure that there is someone defending 008 during its raid.
- To breach SCP-008, there must be at least 12 MTF units active. With least 12 of those mtf's being 2 NTF active
Also the reason why FSGT+/Delta+ for UNGOC/CI is due needing leader during the raid, least a SNCO one who will become CO soon.
Wow big list i made heh.
Has something similar been suggested before? If so, why is your suggestion different?:
I would not say fully "suggested before" but "inspired" to make it least middle grounded:
Rule Suggestion Thread 'CI limitations during low pop [US]'
What does this suggestion change/add/remove:
Some form of limits to CI operations within the site during low-pop hours. I recently endured a 5-hour on-and-off raid of disguised D-class and CI nearly taking over the entire site, killing people who are making chems in a secluded area, kidnapping the same people 3+ times in a row within a 2-3 hour window, and holding people for over an hour.
I suggest either a rule limiting operations to once every [SUM OF REASONABLE TIME when BELOW CERTAIN PLAYER COUNT] or making hostile frontal assault raids on site not allowed under a certain...
Some form of limits to CI operations within the site during low-pop hours. I recently endured a 5-hour on-and-off raid of disguised D-class and CI nearly taking over the entire site, killing people who are making chems in a secluded area, kidnapping the same people 3+ times in a row within a 2-3 hour window, and holding people for over an hour.
I suggest either a rule limiting operations to once every [SUM OF REASONABLE TIME when BELOW CERTAIN PLAYER COUNT] or making hostile frontal assault raids on site not allowed under a certain...
- John Schnatter
- Replies: 73
- Forum: SCP-RP Suggestions
What does this suggestion change/add/remove:
[Response here] Increases raid cooldown for CI to 2 hours to match GOC or adding a cap on how many raids they can do in a day
Possible Positives of the suggestion (At least 2):
[Response here] we wont have constant breaches of scp's from when ci raid this will then allow for there to be more rp this will also be more beneficial since when CI does raid the size of the new hcz its difficult to
1) locate the CI when they are in hcz
2) when the CI are finally found its difficult to challange them when they are trying to breach stuff...
[Response here] Increases raid cooldown for CI to 2 hours to match GOC or adding a cap on how many raids they can do in a day
Possible Positives of the suggestion (At least 2):
[Response here] we wont have constant breaches of scp's from when ci raid this will then allow for there to be more rp this will also be more beneficial since when CI does raid the size of the new hcz its difficult to
1) locate the CI when they are in hcz
2) when the CI are finally found its difficult to challange them when they are trying to breach stuff...
- chris tomatoe
- Replies: 136
- Forum: Resolved
Rule Suggestion Thread 'Raid cooldown increase'
What does this suggestion change/add/remove:
Increase the cooldown of CI's MRs/DCs to match the cooldowns of GOC and Foundation.
Has something similar been suggested before? If so, why is your suggestion different?:
Cannot see anything about this, sorry if it has been.
Possible Positives of the suggestion (At least 2):
- Increased amount of time for site staff to conduct meaningful roleplay.
- More breathing room between CI raids, moving the focus away from combat, even if by a little.
- Decreased amount of mass...
Increase the cooldown of CI's MRs/DCs to match the cooldowns of GOC and Foundation.
Has something similar been suggested before? If so, why is your suggestion different?:
Cannot see anything about this, sorry if it has been.
Possible Positives of the suggestion (At least 2):
- Increased amount of time for site staff to conduct meaningful roleplay.
- More breathing room between CI raids, moving the focus away from combat, even if by a little.
- Decreased amount of mass...
- Jeremy Bennett
- Replies: 155
- Forum: Resolved
Possible Positives of the suggestion (At least 2):
-CI will not raid on late low pop / early pop that much
-Gives Foundation more time roleplay
-Makes some foundation mains / players happy
-Good step for the server
Possible Negatives of the suggestion:
-CI mains / players will be mad at it
-Huge Change for the raiding rules for past 2-3 years
-Will need trial phase for sure
-CI would hop on CL3+ Foundation Combative jobs to take the screenshot and start the raid (US only as i far know)
Based on the Positives & Negatives, why should this suggestion be accepted:
"So why this suggetion should be accepted?"
Well, many people tried to fix the CI problem that was from the start of the server life. Many of them were Good, Bad and Troll-ish but all of them wanted to hard limt or hard nerf the CI raiding to make it a "Roleplay Faction on Roleplaying Only Server".
Each suggetion that wanted to limit CI got attacked by "-Support CI warriors" to defend their CI Status Quo and their PVP Style but. No one tried to make a middle ground, a balance of power (least) between CI and Foundation, also UNGOC but who cares about their raiding heh?
So i understand i will get hate from CI players and people who saw my last suggetion (the most downvoted one.) but why not give it a try?
Note: Main thing about this suggetion is 10+ CL3+ Foundation Combative, in my opinion its a huge change for the server.
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